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Ergo - Explosive Energy Warframe


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Ergo the Explosive Energy Warframe.

His name comes from the Greek word (Ergon) which means "work". This is a term in physics that describes how energy can be transferred from one place to another, or one form to another.

The theme derives from potential and kinetic energy manipulation. Storing potential energy slowly from attacks given and received. Eventually storing up enough energy will result in a penalty explosion or an awesome reward if used correctly. Each damage type can be utilized by Ergo because he can control the way the energy is released once he has contained it safely. He can even convert a status afflicted on him to his own use.


Ergo and his backstory:


He is an Orokin experiment to create a Warframe that can contain and manipulate potential energy and store it to a massive capacity. With this power they could infinitely power up their weapons and increase their destructive power a hundred fold and even change how the energy affected the target. They thought this would turn the tables of the Old War ,However, the experiment originally failed because it would quickly reach a point where the energy was too powerful and violently expelled from the Warframe ripping him apart in the process. After this failure they fused him back together and designed him to be able to contain a large amount of energy but when the levels became too high it would expel from him, but this time without damaging the frame. However the energy released could damage anything in range if it wasn't first stored in his potential energy containment cores located in his head chest hands and feet. This Experiment to increase their own power backfired catastrophically and only secured the fate of the Orokin. Ergo was able to infinitely increase the power of the Tenno and their Warframes ensuring the destruction of the Empire.


This is how I imagined the Lotus would introduce him:

Balance and caution are crucial more than ever. But with a honed sense for danger you can send an equal or much worse force back at your foes. Ergo is the catalyst for a most destructive force. Be careful Tenno few can match this Warframes' explosive nature.

With the new stagger system in place I think this frame will be great for players who enjoy risk for reward. This frame can be used for support, defense, and offense. Kind of like a jack of all trades and a master of none unless you put in the "work".


Here is a quick picture I drew to show how I pictured him:








    Warframe has a HUD "Potential energy bar" 


    Looks vaguely like this ( 25%/50%/75%/100% )



    Armor- 300

    Energy- 150

    Health- 200

    Shield- 100

    Sprint speed- 1.00



Exalted Melee Omnix: 



A special new form of kogake/hirudo/obex weapon with an original stance.


    Attack Speed: 1.00

    Blocking Angle: 50.0

    Combo Duration: 5.0

    Critical Chance: 25%

    Critical Multiplier: 3.0

    Range: 2.00

    Status: 25%







When in the air any potential energy stored after you reach 100% from incoming attacks, or by using your primary, secondary, or melee will not cause an overload AOE. The duration for the 1st ability "conservation" will immediately expire once you touch the ground. At 100% potential energy stored, a heavy landing will cause a shockwave staggering all enemies within 10m damage dealt is based on exalted melee weapons base damage and how long you stay in the air.




Ability 1 - Conservation:



Ergo coats himself with an aura that absorbs kinetic energy and converts it into potential energy. Upon activation You can store up potential energy from incoming attacks till a certain point until the stored energy has to be released. The time allotted for you to go into overload after you reach 100% potential energy is determined by your armor. Example: if the container AKA the Warframes armor is weak the less time you will have before the energy is violently released. 

Drain: 25

Energy / Second: 2


  1. 300 armor you have 5s till overload AOE.
  2. 600 armor you have 10s
  3. 900 armor you have 15s
  4. 1200 armor you have 20s

Anything above that is pure survivalbility


  • Additionally once your health reaches 25% all potential energy stored will be released as a impact damage as a 10m AOE staggering enemies around you and you will also be staggered. Energy stored percentage AKA (the speed you gather potential energy) can also be increased by damage dealt with exalted melee weapons.



Fire With Fire - Augment:


Any status effect applied to you is added to all weapons equipped for the duration of the status. Status chance is determined by weapon stats except for Exalted melee which is at 100% status chance as long as 25% potential energy is stored.




Ability 2 - Catalyst:



Ergo clenches his fist in front of him while Potential energy is stored and applied to the exalted melee weapon. The stored energy can be used in either puncture, impact, slash, or overload damage with 100% status chance. Press ability to toggle selections. Hold to store and press again to release.

Drain: 50

Holding ability will store the potential energy. Hold for 4 seconds to store all energy. Holding time determines the percentage of potential energy stored and duration of invincibility. 

  1. 25% = 1s hold and 1s invincibility
  2. 50% = 2s hold and 2s invincibility
  3. 75% = 3s hold and 3s invincibility
  4. 100%. = 4s hold and 4s invincibility
  • If you "only" have exalted melee equipped 25% of potential energy stored will be refunded on release. 
  • Catalyst Ability can only be used if 25% potential energy is stored. If less than 25% is stored and you try to use the ability it will cause you to stagger.            



Puncture: Will release a cone spray of bullet like energy briefly stunning enemies with a straight punch reducing enemy damage for 10s. Damage reduction is determined by stored potential energy used. Effect only applies to enemies hit. Directing at allies at 100% kinetic release will give 100% Damage reduction for 10s.            

  1. 25% kinetic release = 25% damage reduction
  2. 50% kinetic release = 50% damage reduction
  3. 75% kinetic release = 75% damage reduction
  4. 100% kinetic release = 100% damage reduction

Cone width: 4m

Cone length: 10m

  • Range can be increased with Mods.


Impact: Will release a shockwave of gravitational energy as a fist slam Knocking down all enemies in range. Directing at ally at 100% kinetic release will cause all of their attacks to have impact damage at 100% status chance causing staggering on all enemies for 10s.            

  1. 25% kinetic release = 5s of knock down
  2. 50% kinetic release = 10s of knock down
  3. 75% kinetic release = 15s of knock down
  4. 100% kinetic release = 20s of knock down

Width: 5m

Length: 5m

  • Range can be increased with mods


Slash: Will release a straight wave of energy in a vertical hand chop causing a slash proc. Enemies instantly killed will be split in half vertically. Slash tick damage is determined by exalted melee base damage, combo counter, critical chance, and critical multiplier. Duration is not increased by mods. Directing at allies at 100% kinetic release will cause them to have slash damage on all weapons at 100% status chance for 10s.

Length 10m

Range can be increased with mods.


Overload: Will release potential energy into yourself giving you a 200% damage buff and 2x for melee that lasts until you go into critical mass overload state AKA if you don't use the potential energy in time, are reduced to 25% health, or you heavy fall at 100% potential energy. Basic Elemental status like toxic, cold, heat, shock that are added to exalted melee will also be applied at 100% status chance for the puncture, impact, and slash types. Dual status effect synergize with "Fire with Fire" Augment. Directing to ally will give them the 200% damage buff.



Critical Mass kick - Augment:


Performing an air kick will overload whatever is hit with volatile power. On death the enemy will explode as a 10m AOE. damage type and effect are determined by type selected and stored. If an enemy that is hit doesn't die you will be staggered. Damage is determined by potential energy stored and power strength. Range of AOE can not be altered with range mods. Increasing sprint speed with mods will increase speed force effect, and base damage of the kick. If you do not kick anything and touch the ground the AOE will stagger you as well.




Ability 3 - Entropy field:



Ergo will clash both fists together in front of him, and begins to lose all remaining potential energy to create a protective 5m entropy field that absorbs all incoming attacks for a base 20s. Amount of potential energy drained determines the duration of the protective field. If less than 25% of potential energy is stored before use, the field will be 2.5m and will last 10s.

Drain: 75            

  1. 25% potential energy = 20s
  2. 50% potential energy = 30s
  3. 75% potential energy = 40s
  4. 100% potential energy = 50s


  • 25% of potential energy used is refunded once time runs out. 50% if only exalted melee is equipped. Energy will not be refunded if less than 25% was used.
  • Range of field can be increased with mods.



Equilibrium - Augment:


Holding the ability will cause anyone who hits you with melee or projectiles to be immobilized. You will be unable to move and all damage received at the end of casting will add to stored potential energy. The effect will end when you release the ability or when the time is up. You can activate this Augment every 50s. Pressing the ability once will not activate Augment. Best used in large crowds of enemies.




Ability 4 - Blast Wind:



Ergo looks down and clenches his fist in a menacing pose as violent pressure waves emit from him. He will enter an exalted melee stance and every heavy attack will pressurize the air and cause a 5m AOE explosion that will suck all enemies within a 5m radius towards the blast. Enemies that are killed will ragdoll and explode. Damage is determined by power strength and by mods on exalted melee weapon and combo counter.        

Drain: 100

  • The Effect will last for 20s and all potential energy is depleted after time is up. Duration can not be increased by mods. Can be deactivated if pressed again retaining the remaining potential energy.



Augment - Explosive Transferal:


Holding the ability at 100% will store the potential energy in all weapons. The next hit will transfer all energy into whatever you hit. The targeted destination will detonate in 2s in a 10m blast erupting a large pillar of kinetic energy disintegrating any enemies killed. Damage stacks with power strength. Ability can not be spammed due to it reducing all potential energy.




For most of Ergos' abilities the duration is determined by the amount of stored Potential Energy and not by mods.

Focus on Armor, efficiency, power strength, and range. You can forget power strength to go full CC as most abilities focus on status and damage of exalted weapon. Using power strength is good for some abilities but his abilities are not spammable at least at full strength. He is more of a CC team helper and when he charges up he can deal heavy damage for 20s and then you will go back to 25% or no energy and return to CC and helping your team with damage reduction and adding great damage types to their weapons. The slash damage chop is very thin but has long reach; it is meant for mostly single targets or hitting enemies in a line. Meant for players who enjoy balance and waiting for the perfect moment to turn the tables and obliterate a target. 


Abilities synergize with each other to give a methodical way to play around with builds. 


I did my best to let me know what you think.





Edited by (PS4)Scarletboy76292
Too much white space and SPACE
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about the topic:

  • too much space between each line, you could use some formatting, like:
    "shift+enter" for small jumps, like this one
    one "enter" for normal paragraph, 2 for different
  • dark letters instead of default (bad to see in dark theme), you could remove the color format


doesn't look like an bad concept, but the idea about absorbing potential energy, but this looks like an concept, somehow, similar to Gauss, which uses kinetic energy
and how to adjust armor to get 1200 for the conservation (1°) ability if the armor mods, in general, only alllow to get like +1.5~2x your base armor (300 to 900)? generally, unless you are making the warframe to have some direct synergy with someone else (like ice chroma), of course...



anyway, if you are interested, you can suggest the theme of next warframe here:

if, at some point, they pick "blast" theme, you can proceed suggesting other things in the future, like its skills

the topic is opened until 19th march

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Clicking the Eye symbol in the editing options above the main body of text allows you to type things into the drop box. This helps separate ideas, while minimizing visual clutter. Forum users will be able to skim the ideas, and be invited to explore the details, rather than feeling forced to read something big enough to scroll through.

Not meaning to nitpick, which it may sound that way.. but it makes it easier to digest as a reader without becoming distracted.

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41 minutes ago, kapn655321 said:
  Reveal hidden contents

Clicking the Eye symbol in the editing options above the main body of text allows you to type things into the drop box. This helps separate ideas, while minimizing visual clutter. Forum users will be able to skim the ideas, and be invited to explore the details, rather than feeling forced to read something big enough to scroll through.

Not meaning to nitpick, which it may sound that way.. but it makes it easier to digest as a reader without becoming distracted.

OK now it is fixed 😄 !

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